I haven't run a game yet with paranoia edition and only been studying material so far.

I'm a bit puzzled about the 3 missions that come with the new edition, though. I can see that they are meant to step the GM and players through some of the game mechanics, but it seems to me that they are not typical examples of how a paranoia session goes.
For one the character creation is skipped, but further, it feels very cooperative, especially since the players should all be alive for the following mission, I assume...

I had a very similar thought when I was going through my copies.
It also occurred to me that players whom are not familiar with Paranoia, or roleplaying in general may need a more... gentle, approach to Alpha Complex. That way they are not -completely- discouraged from continuing.

Banjo

Troubleshooter, you seem to be having trouble with your laser pistol. Please watch this informative 12 cycle training video.

I was thinking the campaign was atypically gentle. Maybe that really lies in how the DM runs it, but it doesn't exactly inspire to do it "paranoia style". So it seems to me that by the time the first bodies drop or backstabby actions are being taken, players grew accustomed to clinging to their lives and being nice to their fellow troubleshooters.

I finally got around to running the game for my crew this weekend - they're almost exclusively D&D players, but we do frequent board games, Coup and The Resistance and a big hit.

My bunch figured it out during character creation - I had them write out the full character sheet, and someone said "Now we gotta pass it left for spelling, right?" I laughed and gave him a treason star for displaying knowledge of the rules
As soon the second player got their -1, the arguments started, it was beautiful.

They were obsessing over their mops minutes later. They bought spare mops. One guy pulled a pulp fiction with the you're #1 "medallion".

All that said, it's a bit atypical. Roz is there to show the players how to act, but not to antagonize, but rather just because she wants to climb the ladder.

Gave my players the job badges. Hygiene officer lost his job, as he was the one that stole the medallion and stored it in a rather non-hygienic manner. Loyalty officer was given to the person who asked "where" when asked to "Please stand by", and he was quick to accuse everyone of treason.

Really, to encourage the back-stabby, give a person points the first time they accuse someone of something. Then give points to the next person who deflects blame. Then, most importantly, give the most points to the person who shoots first in a combat to encourage the bluff mechanic.

My GF played too, she hasn't played many RPG sessions at all. She asked, when looking at the cards, why anyone would even use "everything goes wrong". I told her it can be used on the enemies, but that "she'd see" once the game got going. Sure enough, it was used perfectly. Someone tried to swing on a rope onto the pirate ship, turns out to be a live wire, and wasn't the only time it happened that session